Vector3.js 12.1 KB
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/**
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 * @author mrdoob / http://mrdoob.com/
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 * @author *kile / http://kile.stravaganza.org/
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 * @author philogb / http://blog.thejit.org/
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 * @author mikael emtinger / http://gomo.se/
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 * @author egraether / http://egraether.com/
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 * @author WestLangley / http://github.com/WestLangley
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 */

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THREE.Vector3 = function ( x, y, z ) {
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	this.x = x || 0;
	this.y = y || 0;
	this.z = z || 0;
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};
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THREE.Vector3.prototype = {

	constructor: THREE.Vector3,
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	set: function ( x, y, z ) {
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		this.x = x;
		this.y = y;
		this.z = z;
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		return this;
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	},
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	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

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	setComponent: function ( index, value ) {
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		switch ( index ) {
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			case 0: this.x = value; break;
			case 1: this.y = value; break;
			case 2: this.z = value; break;
			default: throw new Error( "index is out of range: " + index );
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		}
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	},
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	getComponent: function ( index ) {
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		switch ( index ) {
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			case 0: return this.x;
			case 1: return this.y;
			case 2: return this.z;
			default: throw new Error( "index is out of range: " + index );
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		}
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	},
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	copy: function ( v ) {
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		this.x = v.x;
		this.y = v.y;
		this.z = v.z;
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		return this;
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	},
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	add: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
			return this.addVectors( v, w );

		}
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		this.x += v.x;
		this.y += v.y;
		this.z += v.z;
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		return this;

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	},
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	addScalar: function ( s ) {
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		this.x += s;
		this.y += s;
		this.z += s;
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		return this;

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	},
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	addVectors: function ( a, b ) {
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		this.x = a.x + b.x;
		this.y = a.y + b.y;
		this.z = a.z + b.z;
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		return this;
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	},
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	sub: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
			return this.subVectors( v, w );

		}
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		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;
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		return this;

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	},
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	subVectors: function ( a, b ) {
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		this.x = a.x - b.x;
		this.y = a.y - b.y;
		this.z = a.z - b.z;
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		return this;
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	},
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	multiply: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
			return this.multiplyVectors( v, w );

		}
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		this.x *= v.x;
		this.y *= v.y;
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		this.z *= v.z;
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		return this;

	},

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	multiplyScalar: function ( scalar ) {
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		this.x *= scalar;
		this.y *= scalar;
		this.z *= scalar;
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		return this;

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	},
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	multiplyVectors: function ( a, b ) {

		this.x = a.x * b.x;
		this.y = a.y * b.y;
		this.z = a.z * b.z;

		return this;

	},

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	applyMatrix3: function ( m ) {
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		var x = this.x;
		var y = this.y;
		var z = this.z;

		var e = m.elements;

		this.x = e[0] * x + e[3] * y + e[6] * z;
		this.y = e[1] * x + e[4] * y + e[7] * z;
		this.z = e[2] * x + e[5] * y + e[8] * z;

		return this;

	},

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	applyMatrix4: function ( m ) {
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		// input: THREE.Matrix4 affine matrix

		var x = this.x, y = this.y, z = this.z;
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		var e = m.elements;

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		this.x = e[0] * x + e[4] * y + e[8]  * z + e[12];
		this.y = e[1] * x + e[5] * y + e[9]  * z + e[13];
		this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
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		return this;

	},

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	applyProjection: function ( m ) {

		// input: THREE.Matrix4 projection matrix

		var x = this.x, y = this.y, z = this.z;

		var e = m.elements;
		var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide

		this.x = ( e[0] * x + e[4] * y + e[8]  * z + e[12] ) * d;
		this.y = ( e[1] * x + e[5] * y + e[9]  * z + e[13] ) * d;
		this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;

		return this;

	},

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	applyQuaternion: function ( q ) {
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		var x = this.x;
		var y = this.y;
		var z = this.z;

		var qx = q.x;
		var qy = q.y;
		var qz = q.z;
		var qw = q.w;

		// calculate quat * vector

		var ix =  qw * x + qy * z - qz * y;
		var iy =  qw * y + qz * x - qx * z;
		var iz =  qw * z + qx * y - qy * x;
		var iw = -qx * x - qy * y - qz * z;

		// calculate result * inverse quat

		this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
		this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
		this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;

		return this;

	},

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	transformDirection: function ( m ) {

		// input: THREE.Matrix4 affine matrix
		// vector interpreted as a direction

		var x = this.x, y = this.y, z = this.z;

		var e = m.elements;

		this.x = e[0] * x + e[4] * y + e[8]  * z;
		this.y = e[1] * x + e[5] * y + e[9]  * z;
		this.z = e[2] * x + e[6] * y + e[10] * z;

		this.normalize();

		return this;

	},

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	divide: function ( v ) {
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		this.x /= v.x;
		this.y /= v.y;
		this.z /= v.z;

		return this;
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	},
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	divideScalar: function ( scalar ) {
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		if ( scalar !== 0 ) {
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			var invScalar = 1 / scalar;

			this.x *= invScalar;
			this.y *= invScalar;
			this.z *= invScalar;
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		} else {
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			this.x = 0;
			this.y = 0;
			this.z = 0;
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		}
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		return this;

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	},
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	min: function ( v ) {
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		if ( this.x > v.x ) {

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			this.x = v.x;
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		}
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		if ( this.y > v.y ) {

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			this.y = v.y;
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		}
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		if ( this.z > v.z ) {

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			this.z = v.z;
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		}
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		return this;

	},

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	max: function ( v ) {
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		if ( this.x < v.x ) {

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			this.x = v.x;
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		}
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		if ( this.y < v.y ) {

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			this.y = v.y;
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		}
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		if ( this.z < v.z ) {

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			this.z = v.z;
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		}
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		return this;

	},
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	clamp: function ( min, max ) {
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		// This function assumes min < max, if this assumption isn't true it will not operate correctly

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		if ( this.x < min.x ) {

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			this.x = min.x;
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		} else if ( this.x > max.x ) {

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			this.x = max.x;
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		}

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		if ( this.y < min.y ) {

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			this.y = min.y;
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		} else if ( this.y > max.y ) {

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			this.y = max.y;
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		}

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		if ( this.z < min.z ) {

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			this.z = min.z;
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		} else if ( this.z > max.z ) {

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			this.z = max.z;
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		}

		return this;
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	},

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	clampScalar: ( function () {
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		var min, max;

		return function ( minVal, maxVal ) {
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			if ( min === undefined ) {

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				min = new THREE.Vector3();
				max = new THREE.Vector3();
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			}

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			min.set( minVal, minVal, minVal );
			max.set( maxVal, maxVal, maxVal );

			return this.clamp( min, max );
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		};
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	} )(),

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	floor: function () {

		this.x = Math.floor( this.x );
		this.y = Math.floor( this.y );
		this.z = Math.floor( this.z );

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		return this;
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	},

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	ceil: function () {

		this.x = Math.ceil( this.x );
		this.y = Math.ceil( this.y );
		this.z = Math.ceil( this.z );

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		return this;
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	},

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	round: function () {

		this.x = Math.round( this.x );
		this.y = Math.round( this.y );
		this.z = Math.round( this.z );

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		return this;
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	},

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	roundToZero: function () {

		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );

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		return this;
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	},
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	negate: function () {
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		return this.multiplyScalar( - 1 );
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	},
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	dot: function ( v ) {
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		return this.x * v.x + this.y * v.y + this.z * v.z;
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	},
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	lengthSq: function () {
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		return this.x * this.x + this.y * this.y + this.z * this.z;
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	},

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	length: function () {
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		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
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	},
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	lengthManhattan: function () {
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		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
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	},

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	normalize: function () {
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		return this.divideScalar( this.length() );
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	},
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	setLength: function ( l ) {
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		var oldLength = this.length();
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		if ( oldLength !== 0 && l !== oldLength  ) {
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			this.multiplyScalar( l / oldLength );
		}

		return this;
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	},
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	lerp: function ( v, alpha ) {
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		this.x += ( v.x - this.x ) * alpha;
		this.y += ( v.y - this.y ) * alpha;
		this.z += ( v.z - this.z ) * alpha;

		return this;

	},
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	cross: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
			return this.crossVectors( v, w );

		}
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		var x = this.x, y = this.y, z = this.z;
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		this.x = y * v.z - z * v.y;
		this.y = z * v.x - x * v.z;
		this.z = x * v.y - y * v.x;
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		return this;
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	},

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	crossVectors: function ( a, b ) {

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		var ax = a.x, ay = a.y, az = a.z;
		var bx = b.x, by = b.y, bz = b.z;

		this.x = ay * bz - az * by;
		this.y = az * bx - ax * bz;
		this.z = ax * by - ay * bx;
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		return this;

	},

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	angleTo: function ( v ) {
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		var theta = this.dot( v ) / ( this.length() * v.length() );

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		// clamp, to handle numerical problems

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		return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
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	},
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	distanceTo: function ( v ) {
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		return Math.sqrt( this.distanceToSquared( v ) );
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	},

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	distanceToSquared: function ( v ) {
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		var dx = this.x - v.x;
		var dy = this.y - v.y;
		var dz = this.z - v.z;

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		return dx * dx + dy * dy + dz * dz;
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	},
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	setEulerFromRotationMatrix: function ( m, order ) {

		console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");

	},

	setEulerFromQuaternion: function ( q, order ) {

		console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
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	},

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	getPositionFromMatrix: function ( m ) {

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		console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
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		return this.setFromMatrixPosition( m );
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	},

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	getScaleFromMatrix: function ( m ) {

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		console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );

		return this.setFromMatrixScale( m );
	},

	getColumnFromMatrix: function ( index, matrix ) {

		console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );

		return this.setFromMatrixColumn( index, matrix );

	},

	setFromMatrixPosition: function ( m ) {

		this.x = m.elements[ 12 ];
		this.y = m.elements[ 13 ];
		this.z = m.elements[ 14 ];

		return this;

	},

	setFromMatrixScale: function ( m ) {

		var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[  2 ] ).length();
		var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[  6 ] ).length();
		var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
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		this.x = sx;
		this.y = sy;
		this.z = sz;
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		return this;
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	},

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	setFromMatrixColumn: function ( index, matrix ) {
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		var offset = index * 4;
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		var me = matrix.elements;
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		this.x = me[ offset ];
		this.y = me[ offset + 1 ];
		this.z = me[ offset + 2 ];
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		return this;

	},

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	equals: function ( v ) {
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		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

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	},

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	fromArray: function ( array ) {

		this.x = array[ 0 ];
		this.y = array[ 1 ];
		this.z = array[ 2 ];

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		return this;

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	},

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	toArray: function () {

		return [ this.x, this.y, this.z ];
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	},

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	clone: function () {

		return new THREE.Vector3( this.x, this.y, this.z );

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	}
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};

THREE.extend( THREE.Vector3.prototype, {

	applyEuler: function () {

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		var quaternion = new THREE.Quaternion();

		return function ( euler ) {
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			if ( euler instanceof THREE.Euler === false ) {
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				console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
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			}
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			this.applyQuaternion( quaternion.setFromEuler( euler ) );
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			return this;

		};

	}(),

	applyAxisAngle: function () {

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		var quaternion = new THREE.Quaternion();
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		return function ( axis, angle ) {

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			this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
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			return this;

		};

	}(),

	projectOnVector: function () {

		var v1 = new THREE.Vector3();

		return function ( vector ) {

			v1.copy( vector ).normalize();
			var d = this.dot( v1 );
			return this.copy( v1 ).multiplyScalar( d );

		};

	}(),

	projectOnPlane: function () {

		var v1 = new THREE.Vector3();

		return function ( planeNormal ) {

			v1.copy( this ).projectOnVector( planeNormal );

			return this.sub( v1 );

		}

	}(),

	reflect: function () {

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		// reflect incident vector off plane orthogonal to normal
		// normal is assumed to have unit length
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		var v1 = new THREE.Vector3();
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		return function ( normal ) {
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			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
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		}

	}()

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Mr.doob 已提交
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} );